The Euro Incident :: A Mod For EaW
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The Euro Incident :: A Mod For EaW
-= AC (After Colony) 232, 8th of May =-
Reports of roiting throughout the colony of Euro 3 has been confirmed today by Federal Officials investigating the scene...
In a time of system wide unrest.
-= AC 232, 12th of May =-
...arrived in the vicinity of Euro 3 only hours ago. The Federal Peace Keeping Fleet of over twenty-four warships began issuing dispersion orders over all channels. The ESF Senate has given the PK Fleet a Full Force License, and the rioting miners seem eager to prevoke the fleet lead by Admiral Greg Corvelli...
When the far flung colonies of Mars, Euro 3, and Zi'a proclaim indapendance from the Earth Sphere Federation.
-= AC 232, 13th of May =-
~Adm. Corvelli - We of course hope there will be no need for force in the matter, yet the decenters in the colonies seem bent on civil war. Indapendance from the Earth Sphere means indapendance from out race's homeworld. There is no sense in that...
Spacers have grown tired of being ruled by a planet most have never even been to. Almost three generations seperate the first colonies, and the earth born humans who inhabitted them to the new generation of those born amoung the colonies.
-= AC 232, 15th of May =-
...reports of weapons fire. Again, our reporters are saying the Federal Peace Keepers have openned fire on the band of armed mining vessels around the colony of Euro 3...
After a massive explosion rocks a civilian colony and leaves it's thousands of inhabitants dead, half of the outer rim colonies cecede from the Federation forming the Colony Confederacy. With both sides unwilling to accept blame for horrifying tragedy, a time of discontent and regional violence turns into a full scale civil war.
-= AC 232, 23rd of November =-
...has passed the Mobilization Bill giving the Fleet Captians license to declare martial law over any and all colonies in the state of rebellion...
As lines are drawn and loyalties tested, our solar system, and our race is on the brink of chaos. Which side will you fight for? The Unified Earth Sphere, or the Confederate Colonies? The fleets are yours to command, the troops yours to mobilize.
-= AC 232, 2nd of December =-
The 5th Fleet leaves Earth's orbit to meet the rising Confederate Armada. It seems the solar system is, entirely at war. This is Rita James, reporting from the Orbital Shipyards, back to you...
Reports of roiting throughout the colony of Euro 3 has been confirmed today by Federal Officials investigating the scene...
In a time of system wide unrest.
-= AC 232, 12th of May =-
...arrived in the vicinity of Euro 3 only hours ago. The Federal Peace Keeping Fleet of over twenty-four warships began issuing dispersion orders over all channels. The ESF Senate has given the PK Fleet a Full Force License, and the rioting miners seem eager to prevoke the fleet lead by Admiral Greg Corvelli...
When the far flung colonies of Mars, Euro 3, and Zi'a proclaim indapendance from the Earth Sphere Federation.
-= AC 232, 13th of May =-
~Adm. Corvelli - We of course hope there will be no need for force in the matter, yet the decenters in the colonies seem bent on civil war. Indapendance from the Earth Sphere means indapendance from out race's homeworld. There is no sense in that...
Spacers have grown tired of being ruled by a planet most have never even been to. Almost three generations seperate the first colonies, and the earth born humans who inhabitted them to the new generation of those born amoung the colonies.
-= AC 232, 15th of May =-
...reports of weapons fire. Again, our reporters are saying the Federal Peace Keepers have openned fire on the band of armed mining vessels around the colony of Euro 3...
After a massive explosion rocks a civilian colony and leaves it's thousands of inhabitants dead, half of the outer rim colonies cecede from the Federation forming the Colony Confederacy. With both sides unwilling to accept blame for horrifying tragedy, a time of discontent and regional violence turns into a full scale civil war.
-= AC 232, 23rd of November =-
...has passed the Mobilization Bill giving the Fleet Captians license to declare martial law over any and all colonies in the state of rebellion...
As lines are drawn and loyalties tested, our solar system, and our race is on the brink of chaos. Which side will you fight for? The Unified Earth Sphere, or the Confederate Colonies? The fleets are yours to command, the troops yours to mobilize.
-= AC 232, 2nd of December =-
The 5th Fleet leaves Earth's orbit to meet the rising Confederate Armada. It seems the solar system is, entirely at war. This is Rita James, reporting from the Orbital Shipyards, back to you...
This the the mod I have been needing to do. It's based on my own made up setting.
I used to host a forum where we organized a simulated war using both Homeworld2 for space engagements, and Ground Control 2 for ground battles.
Battles played would then be updated to a main map of my creation, and the players could directly effect the setting by playing either the Federal Peace Keepers, the Confederate Forces, or the Mercs/Pirates.
This was a cumbersome system and required everyone to have 2 games, HW2 and GC2 just to participate, then I had to mod HW2, and then had to organize the community and keep up with thier skirmishes.
Basically it was awsome, but stressful and clunky. Unfortunately I lost my ISP and it was basically killed. So I obviously have been around lurking here and modding SWBF1/2 and doing other things.
Then EaW came out, I played it and was like "ZOMG perfect game engine for my old setting. I allows for space and ground in one easy to mod package!"
Right now I have modelling under control, though I still don't mind some help, but what I need is someone who has been making mods with the user made tools and knows the file types and how to code various aspects of the game... I see some people making 10 ISD fleets, SSDs, and tampering with hardpoints and everything.
I need help to get my content into the game, although I know I have to wait for the mod tools before I can import models.
~OOM-9
I used to host a forum where we organized a simulated war using both Homeworld2 for space engagements, and Ground Control 2 for ground battles.
Battles played would then be updated to a main map of my creation, and the players could directly effect the setting by playing either the Federal Peace Keepers, the Confederate Forces, or the Mercs/Pirates.
This was a cumbersome system and required everyone to have 2 games, HW2 and GC2 just to participate, then I had to mod HW2, and then had to organize the community and keep up with thier skirmishes.
Basically it was awsome, but stressful and clunky. Unfortunately I lost my ISP and it was basically killed. So I obviously have been around lurking here and modding SWBF1/2 and doing other things.
Then EaW came out, I played it and was like "ZOMG perfect game engine for my old setting. I allows for space and ground in one easy to mod package!"
Right now I have modelling under control, though I still don't mind some help, but what I need is someone who has been making mods with the user made tools and knows the file types and how to code various aspects of the game... I see some people making 10 ISD fleets, SSDs, and tampering with hardpoints and everything.
I need help to get my content into the game, although I know I have to wait for the mod tools before I can import models.
~OOM-9
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Off-topic : OOM-9, have you attempted to localize a few members affiliated to either Petroden Games Network Forums or Petroglyph Fan Forums who might assist you in order to conceive the Star Wars : Empire At War Project you would wish to lead ?
No I haven't thanks for the advice Lev 
Here is a link to where I am currently nesting the mod at till i get my own forum.
http://eawnexus.com/forums/index.php?sh ... #entry1737
Some new media also which I posted there.




~OOM-9

Here is a link to where I am currently nesting the mod at till i get my own forum.
http://eawnexus.com/forums/index.php?sh ... #entry1737
Some new media also which I posted there.




~OOM-9
Well I could certainly help you complete your websites graphic wise.EmperorDonkey wrote:OOM-9, I would gladly assist you if you wish. However currently I have 2 free lance jobs to create a site for a nearby school and my uncles auto body shop. So I'm not sure if i could find ALOT of time to help.
I'm only a coder so I couldn't help with model creations either.
I basically own my own web company called SCI (Storm Crow Imaging) but we took down our ISP and such when my partner moved upstate to go to college.
That way when the tools come out you can figure out the code for me and point me in the right direction

~NeVaR
FEDERAL SPACE UNIT LIST
Fighter
A-27 Callisto
Armorment - 1 Nose Mounted Vulcan
Speed - Medium
Strong vs. Bombers
Squadron of Seven
Bomber
A-29 Sabre
Armorment - Dual Heavy Missile Pods
- DUal Light Missile Pods
Speed - Slow
Strong vs. Capitol Ships
Squadron of Four
Interceptor
A-35B Phantom
Armorment - Dual Vulcans
- Nose Mounted Light Missile Pod
Speed - Fast
Strong vs. Fighters
Squadron of Five
Escort Frigate
Hermes Class Escort Frigate
Armorment - 4 Vulcan Batteries
Frigate Class
Strong vs. Fighters/Bombers
Special Ability:
Assault Frigate
Ares Class Assault Frigate
Hardpoints - 4 MACannons
- 2 Vulcan Batteries
- Engines
Frigate Class
Strong vs. Frigates/Support Carriers
Special Ability:
Support Carrier
Hydra Class Support Carrier
Hardpoints - 3 Hangers
- 1 Vulcan Battery
- Engines
Frigate Class
Strong vs. None
Special Ability:
Destroyer
Apollo Class Destroyer
Hardpoints - 8 MACannons
- 8 Vulcan Batteries
- Engines
Destroyer Class
Strong vs. Frigates/Carriers/Destroyers
Special Ability:
Assault Carrier
Athena Class Assault Carrier
Hardpoints - 4 Vulcan Batteries
- 2 MACannons
- 2 Hangers
- 1 Heavy Missile Launcher
- Engines
Destroyer Class
Strong vs. Frigates/Fighters
Special Ability:
Battlecruiser
Hades Class Battlecruiser
Hardpoints - 10 MACannons
- 8 Vulcan Batteries
- 1 Beam Cannon
- Engines
Cruiser Class
Strong vs. Frigates/Destroyers/Carriers/Gun Platforms
Special Ability: Fire Beam Cannon
CONFEDERATE SPACE UNITS
Fighter
Bomber
Interceptor
Fighter
A-27 Callisto
Armorment - 1 Nose Mounted Vulcan
Speed - Medium
Strong vs. Bombers
Squadron of Seven
Bomber
A-29 Sabre
Armorment - Dual Heavy Missile Pods
- DUal Light Missile Pods
Speed - Slow
Strong vs. Capitol Ships
Squadron of Four
Interceptor
A-35B Phantom
Armorment - Dual Vulcans
- Nose Mounted Light Missile Pod
Speed - Fast
Strong vs. Fighters
Squadron of Five
Escort Frigate
Hermes Class Escort Frigate
Armorment - 4 Vulcan Batteries
Frigate Class
Strong vs. Fighters/Bombers
Special Ability:
Assault Frigate
Ares Class Assault Frigate
Hardpoints - 4 MACannons
- 2 Vulcan Batteries
- Engines
Frigate Class
Strong vs. Frigates/Support Carriers
Special Ability:
Support Carrier
Hydra Class Support Carrier
Hardpoints - 3 Hangers
- 1 Vulcan Battery
- Engines
Frigate Class
Strong vs. None
Special Ability:
Destroyer
Apollo Class Destroyer
Hardpoints - 8 MACannons
- 8 Vulcan Batteries
- Engines
Destroyer Class
Strong vs. Frigates/Carriers/Destroyers
Special Ability:
Assault Carrier
Athena Class Assault Carrier
Hardpoints - 4 Vulcan Batteries
- 2 MACannons
- 2 Hangers
- 1 Heavy Missile Launcher
- Engines
Destroyer Class
Strong vs. Frigates/Fighters
Special Ability:
Battlecruiser
Hades Class Battlecruiser
Hardpoints - 10 MACannons
- 8 Vulcan Batteries
- 1 Beam Cannon
- Engines
Cruiser Class
Strong vs. Frigates/Destroyers/Carriers/Gun Platforms
Special Ability: Fire Beam Cannon
CONFEDERATE SPACE UNITS
Fighter
Bomber
Interceptor
Yo dude, you uisng the Mod tools ro the most advanced version of XSI?
If you are on the tools, 2 questions:
How do you texture with this thing!? I got it to work once but it was hidous as I can't find the Unwrap function either. And I got a buslad of ships (from another well known series which i love to model for, just hopin paramount doesn't go after me).
I assume you export the models into OBJ or 3DS format (as both are common, while exp and xsi is not). What are you using? I found many but they require money which i want to avoid until i exhaust all other possible ways.
If you are on the tools, 2 questions:
How do you texture with this thing!? I got it to work once but it was hidous as I can't find the Unwrap function either. And I got a buslad of ships (from another well known series which i love to model for, just hopin paramount doesn't go after me).
I assume you export the models into OBJ or 3DS format (as both are common, while exp and xsi is not). What are you using? I found many but they require money which i want to avoid until i exhaust all other possible ways.
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Off-topic : UnaidedCoder, as clearly stated on the Screen Captures OOM-9 took from his Avid / Softimage|XSI Declension, you might have guessed that he was working with the Mod Tools version. Furtermore, as far as I can remember, this 3D-modelling program cannot allow you to transform meshes into either *.OBJ or *.3DS scenes, although you are able to convert them into the dotXSI format, which is not that "un-common", since it is fully supported by Autodesk© 3ds Max, Alias|Wavefront Maya, etc...
I know, but I'm lookin for something that you don't have to pay for.
Milkshape costs $30. i'd buy it but the XSI import for it has a large failure rate (specifically, it imports with someo fthe scaling you may have done missing, so the mesh will be rather distorted).
I got another rpogram here but it too is a trial and the full thing is like $500 :/
Also, while I'm here, may throw out another question:
Anyone know of a 3D program designed specifically for creating CGI cinematics?
Milkshape costs $30. i'd buy it but the XSI import for it has a large failure rate (specifically, it imports with someo fthe scaling you may have done missing, so the mesh will be rather distorted).
I got another rpogram here but it too is a trial and the full thing is like $500 :/
Also, while I'm here, may throw out another question:
Anyone know of a 3D program designed specifically for creating CGI cinematics?
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Off-topic : In my opinion, Eovia© Carrara might meet your above criteria, UnaidedCoder, additionally to the fact it is not that far from being rather "accessible" to any person willing to get his / her hands down on such a Specialized Software...
I used the free XSI Mod Tools with no addons or anything.
As to texturing, follow Bandu's texturing tutorial here... CLICK ME
On a side note unaidedcoder, would you consider modelling for the Euro Incident? I am in need of modellers since I now have 2 coders and myself (modeller). I am needing someone to help model the ground forces, as I am swamped finishing up the Confederate Star Ships.
Also, I think Maya is the leading CGI Cinamatic program, wheras XSI is leading in character animation and such, not sure, Minilogoguy knows better than I do.
~OOM-9
As to texturing, follow Bandu's texturing tutorial here... CLICK ME
On a side note unaidedcoder, would you consider modelling for the Euro Incident? I am in need of modellers since I now have 2 coders and myself (modeller). I am needing someone to help model the ground forces, as I am swamped finishing up the Confederate Star Ships.
Also, I think Maya is the leading CGI Cinamatic program, wheras XSI is leading in character animation and such, not sure, Minilogoguy knows better than I do.
~OOM-9